/* * Copyright (C) 2010, Google Inc. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * 2. Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY APPLE INC. AND ITS CONTRIBUTORS ``AS IS'' AND * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE * ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR ITS CONTRIBUTORS BE LIABLE * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER * CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH * DAMAGE. */ #include "third_party/blink/renderer/modules/webaudio/audio_basic_processor_handler.h" #include <memory> #include "third_party/blink/renderer/modules/webaudio/audio_node_input.h" #include "third_party/blink/renderer/modules/webaudio/audio_node_output.h" #include "third_party/blink/renderer/platform/audio/audio_bus.h" #include "third_party/blink/renderer/platform/audio/audio_processor.h" namespace blink { namespace { constexpr unsigned kDefaultNumberOfOutputChannels = …; } // namespace AudioBasicProcessorHandler::AudioBasicProcessorHandler( NodeType node_type, AudioNode& node, float sample_rate, std::unique_ptr<AudioProcessor> processor) : … { … } AudioBasicProcessorHandler::~AudioBasicProcessorHandler() { … } void AudioBasicProcessorHandler::Initialize() { … } void AudioBasicProcessorHandler::Uninitialize() { … } void AudioBasicProcessorHandler::Process(uint32_t frames_to_process) { … } void AudioBasicProcessorHandler::ProcessOnlyAudioParams( uint32_t frames_to_process) { … } // Nice optimization in the very common case allowing for "in-place" processing void AudioBasicProcessorHandler::PullInputs(uint32_t frames_to_process) { … } // As soon as we know the channel count of our input, we can lazily initialize. // Sometimes this may be called more than once with different channel counts, in // which case we must safely uninitialize and then re-initialize with the new // channel count. void AudioBasicProcessorHandler::CheckNumberOfChannelsForInput( AudioNodeInput* input) { … } unsigned AudioBasicProcessorHandler::NumberOfChannels() { … } bool AudioBasicProcessorHandler::RequiresTailProcessing() const { … } double AudioBasicProcessorHandler::TailTime() const { … } double AudioBasicProcessorHandler::LatencyTime() const { … } bool AudioBasicProcessorHandler::HasNonFiniteOutput() const { … } } // namespace blink